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I'm kind of wondering if this is the best way to go, but I really want to stay away from a Dauntless deflector as hard as possible. Suggestions, anyone?

I have long thought that experimental, Dauntless-like future-trek hyperships should take a more organic look to their navi-deflector, sensor and phaser arrays. I favor something that looks partially like an organic, crack-like orifice, and part like an symmetrical network of viens on the hull's surface. I could see some of the texture coming from Gomtuu of TNG's "Tin Man", and maybe some of the glowing vieny texture of the infected Starship Victory expeditionary team (TNG's "Identity Crisis").

It could be that as the Federation grew in the TNG era, Starfleet acquired new technologies and shipbuilding methods from a growing pool of member-species, allies and trading partners. It could also be that the Federation learned how to reverse-engineer recovered bits of Borg crash-wreckage in the Argolis Cluster. As a result, future-trek ships would begin to take on a strange quasi-organic appearance.

__________________
"The way that you wander is the way that you choose. / The day that you tarry is the day that you lose. / Sunshine or thunder, a man will always wonder / Where the fair wind blows ..."
-- Lyrics, Jeremiah Johnson's theme.

this works but there needs a wave receiving and transmitting scope like the dish on the average trek ship.., why you might not want to know this but back when renders took forever I had something very close to this modeled after voyager/Andromeda with a reflector wave station channeled port now lost in a hard drive amongst countless other ships/environments as we always have. but this ship was simmed between the galaxies deeply specked out there and the only reason it did not get "stuck" out there was the ability to ride a wave channel thru to the next galaxy

my ship mapped the whole of everything but then lost the currents of waves in negative realities and voids...

this ship if following the slidscapes and edgewise motions in time currents could finish the project but that is just a maybe you know.,

^ Not entirely sure what you mean, but this prototype uses a regular deflector (as all Trek ships have) combined with a backup slisptream generator. My Treknobabbler has concocted a way in which the secondary generators open (or "push away the fabric of space") the slipstream tunnel (actually a miniature, artificial wormhole) and where the nacelles keep the tunnel from collapsing. Still figuring out how everything would work, though

there is a need for momentum mostly at times to go in and out of the wormhole right?
the idea is that the slipstream is already there so no need to generate the thing just a need to get through the wormhole without being eaten by the giant worms ., on the other end. navigation is key so you go where you want and such., the wormholes were really hypertransit channels what we called them., now since the holo/cyborg clash much of space/time is barren so really no reason to go there.

OVERVIEW: Conventional warp-drive as envisioned by Vulcan and Human science involves a gross distortion of real-space via the application of a hyper-spatial electromagnetic/gravametric field. This field is generated by the interaction of certain energetic byproducts of matter-antimatter reactions with a specific class of densifed matter arranged into paired coils. The resonance of these coils provides the spatial distortion that drives the vessel forward.

This has been the status-quo for over 200 years.

A new understanding of the quantum-level structure of the universe has allowed us to create a new form of drive. By projecting converging gravametric beams to a pre-determined point it is possible to open a psudo-wormhole. Entering the wormhole bypasses normal spacetime, allowing incredible velocities to be achieved. This is not a true wormhole, as the endpoints travel with the vessel... in effect the vessel can create a wormhole at will and exit it at a destination point. Interaction with normal space is very limited, therefore the ship can travel with shields offline as there is matter or obstructions within the slipstream nor is there any way for an object in realspace to interact with the vessel.

As with conventional warp drive the heart of the drive is a matter-antimatter reactor. For slipstream drive power is applied to four redundant gravametric beam generators and a subspace matrix projector. The system can operate with two of four generators offline. The interaction between the intersecting beams and the subspace matrix create a massive alteration of the very fabric of space, in effect a tunnel. The tunnel at this point is three meters high but no thicker than the diameter of a neutron. The subspace matrix is altered to force open the tunnel and stretch it to the dimensions of the vessel. Once this occurs the ship enters the tunnel and applies a specially tuned spatial interaction field generated by the nacelles, this forces the tunnel to remain open. The collapse of the tunnel behind the nacelles pushes on the energy field produced by the nacelles, imparting tremendous velocity upon the vessel. So long as the matrix is projected ahead of the vessel the vessel moves forward.

Stopping the vessel at a specified point involves creating a window in the matrix and a controlled sequential power-down of the nacelles and the near simultanious creation of a standard warp field... This in effect ejects the vessel from the stream where it gradually slows to sub-light velocity in the normal method.

Currently, our understanding of slipstream physics is limited. The nacelles generate the interaction field by bouncing a tuned particle stream between two tetryon field mirrors. The interaction between the particle stream and the tetryon field create a subspace distortion capable of interacting with the quantum tunnel.

In traditional warp-drive, dilithium crystals are used to convert and tune the energetic reaction products to useful energies. In slipstream drive, the same matter and antimatter streams are used but the useable product is produced by interacting the streams with a benimite crystal. Benimite is a very rare and precious commodity at this time, true stable benimite can only be created under laboratory conditions. This is a very labor and energy intensive process, and currently the yield of stable crystals is less than 5% of all crystals produced. In the event of the loss of the ship, recovery of the crystals takes highest priority over all other operations.

So... The sketch is practically to scale to fit the space available in the rear of the ship, though the deck layout is nowhere near final; neither are the "spinal columns" along the core (that's actually my mistake; I thought I had centered the slipstream converger / Dilithium chamber properly. I was wrong >_<). Anyway, C&C would be highly appreciated

ok I was joking about those giant worms at the other end LOL -.|.- never fear .. after the three into four tear bridges became common place in the relativity class quantum ships. we went on to re-differentiate the 'pool-table' experiment into and through positive/negative/zero portals of design-flux., right?

quantum effects are 'nothing' unless they are tri-differential as such with three levels of permutations and derivations right.,? (the three tear bridge) I mean without the third level they just cancel out each other altogether .,, this is what I mean by any given three body experiments are the basic instances of thought/time/space.,///

but I must make it clear there is NOWHERE to be in the future/past/now since the holoborg and=>the cylon-borgs wars in future presents of super-space where their war was echoed into normal and subspace definitions and instances of experiential constructions in and of their potentials .,

We know that the universe as we experience it ended from a slipstream 'accident' and recovery has been difficult in any real sense of meaning and being is where and why we are moving on to the next foundational reality map such that it may be the only thing left to do., other then eat those dang giant worms at the end of said worm holes.

My take on the core.... It's a "standard" core but there are two crystals that can be swapped in and out of the streams at will. It's a first-generation design... the next iteration will have two streams/two crystals operating at the same time to prevent "transition lag." The vessel has to switch propulsion mode from slip-stream to warp drive then to impulse to slow down and there can be a lag as the modes change from slip to warp-drive.

The pipe-and-rings are the injector constriction segments, the main conduit behind them is a sort of master coolant/control/feedback/regulator system. The pipes carry control signals, cooling fluids (hypersonic liquid metal pumped by a magnetic field) and control signals to the injector segments.

The central ring is the reaction chamber, with the crystals housed inside along with the special system for switching crystal modes.

As stated above future designs will run both crystals at the same time to prevent a possibly fatal transition lag. Future designs are postulated to do away with the dilithium crystal entirely.

Allrighty... I have worked pretty hard the last couple of days to give you this:

The Spine.

This core is a combination between a normal warp core and the slipstream core seen in Hope and Fear; litteraly. As said, this is the first generation, meaning that with the switching of the crystals (detailed in a former post) the energy output changes as well, necitating in two seperate PTC's: one for regular plasma, two (above and below the original PTC) for the transport of the Benimite focused stream.

I am not sure yet how to show the plasma globe-like discharges in the core but I'll get there eventually. The entrance is 3,5 meters high, though I'm not sure yet how it translates to the deck layout once I install it (very bad: I haven't checked it just yet) so perhaps I'll have to make a risen platform in the beginning to let them allign properly. Anyway, enjoy, and please give me C&C on this one. If I'm correct, this will be the first modelled Federation slipstream core so I could use all the help I can get

This is a Federation design... It might not have the "plasma ball" effect. Remember the Voyager version had neon tubes and no visible plasma ball effect.

If you go the Dauntless route.. we could justify it like this: The other crystal creates an exotic particle stream that radiates off the crystal and is directed by reflectors (the walls) back to another portion of the crystal and the recaptured stream is pumped down the PTC to the nacelle(s).

Allright, a small step away from the core until I know a little bit better what to do with it. I've started work on the bridge, including the conference room and the captain's ready room. Due to the somewhat unique shape of the hull the last two can't be placed next to the bridge as is common with a lot of starships, so instead they are moved to the back and the front, respectively. As always, C&C is appreciated, it's been a longtime since I've designed a bridge so I might be a little rusty

The bridge is now filled a lot more: bulkheads have been placed, extra consoles (including XI inspired window consoles) and the helm and XO (I think) console is in place as well. Also, I broke up the shape that was the pit with a platform in which the underside of the holographic projector rests, and deepened the pit itself a bit more: makes for a much more interesting view. Ideas about how (and IF) to place wall mounted consoles would be appreciated ^_^

I forgot to close the entrance to the bridge, so that light that's coming from the outside won't bethere on the final version. Just saying